using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace BreakArray
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;

        //Screen Resolution
        const int screenWidth = 1280;
        const int screenHeight = 720;

       //Textures for background and board
        Texture2D background;
        Texture2D gameBoard;
//        Texture2D card;
//        Texture2D hand;

        //Textures for the pieces (70 x 50 px)
        Texture2D player1Tex;
        Texture2D player2Tex;

        //Creates the game board (10 x 10)
        Board board2 = new Board();

        SpriteBatch spriteBatch;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);

            graphics.PreferredBackBufferWidth = screenWidth;
            graphics.PreferredBackBufferHeight = screenHeight;

            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>  
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            background = Content.Load<Texture2D>("Test_Background");
            gameBoard = Content.Load<Texture2D>("Test_Board");
            player1Tex = Content.Load<Texture2D>("Test_Piece1");
            player2Tex = Content.Load<Texture2D>("Test_Piece2");

            board2.LoadContent(spriteBatch, player1Tex, player2Tex);
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();

            //for (int x = 0; x < 99; x++)
            //{
            //    board2.pieceArray[x,y].Draw();
            //}


            //Loops to draw all the pieces (all should initially be transparent)
            for (int x = 0; x < 9; x++)
            {
                for (int y = 0; y < 9; y++)
                {
                    board2.pieceArray[x, y].Draw();
                }
            }

            //spriteBatch.Draw(background, new Rectangle(0, 0, 1280, 720), Color.White);
           // spriteBatch.Draw(gameBoard, new Rectangle(290, 110, 700, 500), Color.White);

            spriteBatch.End();
            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
